| Commit message (Collapse) | Author | Age | Files | Lines |
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These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
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includes folders added after the initial load off the file system, by other mechanisms.
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server URL from NetworkServersInfo.
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proper icons.
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fetching is borked.
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not even stored in mysql.
Signed-off-by: Melanie <melanie@t-data.com>
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delete asset cache tests shell
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remove duplicate mock inventory service
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InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
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default region, any region" before giving up
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
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Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
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it exists.
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contain an unmanaged resource that will not automatically be disposed when they are GCed), and commenting out some ManualResetEvents that are not in use yet
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* More streams close on finally
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objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
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is about half of the code base reviewed.
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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minimally. A few bugs to catch now.
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This should allow load/save iar to work for grid mode as long as the grid user service is later than this revision
Grid services of earlier revisions will always erroneously report incorrect password. This will be addressed shortly.
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Grid.UserServer.Main
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for the creators
Disable generation of temporary profiles for now, instead record loading user as creator
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* This time it might be the listening socket thread from HttpServer aborting with a non blocking thread abort exception. Hopefully calling Stop() on MainServer.Instance will solve that.
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folders were never being removed from trash when they were singled out for purging in trash. They were being removed when Trash was purged as a whole. That behavior is now fixed for the new InventoryService set.
* Removed left-overs from AssetInventoryServer.
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with Store/Get
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operation. Moving a batch of items is a 1-time operation. Made it async anyway, so that the viewer doesn't wait in case the DB layer is dumb (which is the case currently).
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exist already. This hopefully fixes the master avatar problems on standalone.
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